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- _item_basics.dfn
- == Located in: ''/DFN/game_elem/_item'' This is the basic section common to virtually all static objects(the .sitem) It is not mandatory to enter information, especially since default values exist in the definitions of DS. Refer to existing files as a r... ence to see what should be specified depending on the type of object being created. ===== name ===== /
- _item_3d.dfn
- == Located in: ''/DFN/game_elem/_item'' This is the visual information of the objects to allow them to be displayed correctly in the game client, either in the 3D area or just in the inventory/manipulation icons. ===== shape ===== //S
- Translate the game
- ====== Translate the game ====== {{ :fr:welcome-976277_640.jpg?direct&300 |Pixabay - CC0}} <WRAP center round info 60%> It's only the procedures description, if you want to discover the complete système, go on [[en:rc_localisation_traduction]]. </WRAP> The procedure to translate the differents game elemen
- Consumable items
- igger many effects(usually powers). Simply enter the ''consumables'' parameter in the ''basics'' section in [[en:ds:rcdstypitem_family | feature ''family''... dedicated page. As usual.. i present contents of the "Data Sheet files" directly, without going through "Georges Editor", to simplify the presentation, but feel free to use this editor if
- Armor
- ====== Armor ====== The armor is what dresses the character, whether it's considered a real armor, or perhaps a simple garment... n an undergarment. This also concerns what covers the head, like helmets and hats. In the ''basics'' section, the ''armor'' parameter is entered in [[en:d
- To file tickets
- ems that allow you to place an order/complaint on the shard, according to the specified rights. In the ''basics'' section, the ''command ticket'' parameter is entered in [[en:ds:rcdstypitem_family | featur
- The shops
- ====== The shops ====== The in-game shops are used as a means to be able to sell/buy different items from an NPC,... r certain services(apartment, guild hall, food of the frames) are also a part of this. To create a sho... nanimate, a simple distributor), so an npc_bot in the [[:tag:computers:ryzom_core:datasheet:Primitives:
- The craft tools
- ====== The craft tools ====== Craft tools are those that make it possible to make objects using raw materials. Simply enter in the ''basics'' section the ''crafting tool'' parameter in [[en:ds:rcdstypitem_family|feature ''family'']]. As usual, the contents of the Data Sheet files are directly pre
- Cosmetics
- * hair Colour * Facial tattoos Simply enter the ''cosmetic'' parameter in the [ 'ds:rcdstypitem_family | feature ''family''] in the''basics'' section. As usual, I present the contents of the "Data Sheet files directly", without going
- sound.dfn @en:ds:sound
- ====== Located in: ''sound/DFN/sound'' This is the one to define all sounds that will be called by the primitives, creature animations, particle systems, etc. No sound can be transmitted by the client without having it defined by the file type: XXX.sound. ===== Definition of the type of sound ==
- The calculated fields in the Data Sheets
- ====== The calculated fields in the Data Sheets ====== <WRAP center round todo 60%> Do some tests and question Ulukyn/kervala on the topic :-D </WRAP> Calculations(addition, subtrac... ange_limit | ammunitions]]) indicates to multiply the field ''long range limit'' of the section ''ammo'
- Inheritance in datasheets
- eets ====== Inheritance is an essential notion in the creation of a set of DS, to avoid repeating itsel... </WRAP> One sees that A, B and C are identical in the two different objects, one could thus simplify the task by making a parent DS: <WRAP left 40%> <code=... code> </WRAP> <WRAP clear></WRAP> Then we call it the other two: <WRAP left 40%> <code=xml my_object01
- _item_command_ticket.dfn
- === Located in: ''/DFN/game_elem/_item'' This is the section that characterizes objects that trigger c... rmation, especially since default values exist in the definitions of the DS. Refer to the existing files(as a reference) to see what should be specified depending on the type
- The .creature
- ====== The .creature ====== The ".creature" files are datasheets that fill's the game world. They can be used to create animals, plants, objects and NPCs. The simplest kind of creature is a simple object that
- item_map.typ
- cated in: ''/DFN/game_elem _item'' This concerns the different quality of an object, but can be used to manage something else because it conditions the visual aspect by calling the textures defined in the ".shape"(see the article on this subject in [[http://khaganat.net/wikhan/en:mu